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Dakk

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Everything posted by Dakk

  1. Agreed. Agreed. As much as I'd like the above mentioned changes, making sure the AI (SCS) can cope with it takes precedence. So what is DavidW's opinion? Understood, and that any balancing will always have to adhere to the framework set upon us by SCS. EDIT: The bottom line for Grease is that no change to "bypass" MR will be done now, out of compatibility concerns with SCS?
  2. Giants and dragons are immune to it, skeleton warriors are not (though their insane mr makes them almost immune to it anyway). Does MR work against Grease? IMO that shouldn't be the case, the greasy surface is there ("real") whether you are immune to magic or not. Case in point; Dispel Magic doesn't remove the greased surface.
  3. And I'm looking forward to playing it! Make those 3 minutes count
  4. That would send the crowd into a frenzy of "cheating wizards!!one1!", no doubt. Let's spare Demi that agony
  5. I'm thinking that early on in the life of BG(2) the importance of vanilla/no mod compatibility was more pronounced, but now we should just strive to deliver the perfect Infinity Engine experience. And that includes SR/SCS - as well as IR/RR/1PP etc etc. Supposedly not too many agree, but that's my opinion anyhow (and somewhat OT to this discussion really).
  6. Regarding the current discussion of spell protections and Sanctuary, much seems to revolve around ability to target II (as far as I understand it). Could this from the TobEx wish-lish possibly help: This should be possible.
  7. Uhm what really? I find the idea of diseases festering until you Cure Disease or visit a temple much more appealing than rest -> "Tada! Healthy!"...
  8. I mean no animation at all, including any lightning effect or vvc used when the spell is cast. It's not a small deal for some spells (e.g. Stoneskin animation is extremely noticeable). That's the request I'm going with also. Btw, is Stoneskin the giant brown maw in the ground?
  9. Ghost Armor Adding hit-point bonus to this spell isn't so bad. In 3rd edition there was a spell called False Life. Or did I created it? I don't remember. Still, it added 20 additional hit points, but lowered saving throw vs. death by 2. What about making such a spell 1-shot protection from necromancy spell? False Life is indeed a 3rd edition spell, it's pratically a lesser Aid spell for necromancers (raises only hit points, and cannot be targeted on others). That being said, I don't have much space for 2nd lvl spells (I have two slots right now, but I've planned to fill them with Geedle's Electric Loop and Snilloc's Snowball Swarm), and this one in particular isn't a must-have imo, because such effect could indeed be added to either Ghost Armor or Spirit Armor. This way we'd make a pre-existing spell much more appealing instead of adding a new spell only players would use. I don't mind at all an illusionary protection adding HP. In the way Armour class (AC) isn't really armour (but also DEX, illusions, etc) extra HP could just as well be imagined as the aggressor believing he just chopped the hand off the mage - but he didn't. In other words, you don't have to lose body parts / bleed to lose HP, but the enemy believing you do could result in it too (rationalized as the aggressor believing he's hurting you, and thereby affecting how he fights). Agreed on adding effects instead of spells. Sanctuary My plan was "simply" to make it work as per PnP, thus allowing the cleric to heal and buff both himself and his allies without ending the spell.Oh, I thought the discussion was to (also?) set casting speed to 1? I'm still in favour though, makes it cool and useful.Well, I said my plan was to make it as per PnP, not that I'm absolutely against amanasleep's suggestion to lower it casting time to 1. I'm worried a fixed Sanctuary with instant casting time could be seriously exploited by players, but this is mostly because one of the changes to make it as per PnP involves it not being affected by Divination spells such as True Seeing. Am I the only one finding too strange that Detect Invisibility dispels Sanctuary? I'm in favour of not letting divinations dispel Sanctuary. Self heal and buff is also cool, I'm not convinced about letting the priest heal and buff others though Regarding casting time, I'd say that if you can heal and buff others, then 1 could possibly be OP(?), but probably not for only self-targeted spells. Lastly, I don't mind to allow Fire Shield, Blade Barrier and the like. As long as it's self-targeted only, I'm good with it. Ooooh, no animation pre-buff would have an enormous aesthetic appeal!
  10. My plan was "simply" to make it work as per PnP, thus allowing the cleric to heal and buff both himself and his allies without ending the spell. Oh, I thought the discussion was to (also?) set casting speed to 1? I'm still in favour though, makes it cool and useful.
  11. Making Sanctuary more useful can only be a good thing, especially if it's something SCS(II) clerics could/would take advantage of.
  12. If it can be done without taxing some poor modder (Demi? ) too much, I'd agree. Loved the discussion, btw.
  13. A bit belated, but where did you pull that extremely random number from? Heroes' Lorebook (1996) Elminster: Human male 29th-level mage; one of the Chosen of Mystra ARMOR CLASS: 6 (3 w/ring) MOVE: 12 HIT POINTS: 96 THAC0: 12 NO. OF ATTACKS: 1 ALIGNMENT: Chaotic good STR 13, DEX 18, CON 14, INT 18, WIS 18, CHA 17 Spells (7/7/7/7/6/6/6/6/6): As one of the Chosen of Mystra, Elminster knows and can cast virtually any spell (he is exempt from the rule that mages of 18 Intelligence can know only 18 spells per spell level)
  14. Yes please. Yay for PnP Indeed!
  15. I was replying to a spambot, I'll have you know. I thought you were referring to the top most post, which seemed like spam with context. My bad
  16. It is impressive! And so are your necromancer skills
  17. Fantastic. Thanks for the reply Miloch! I remember the previous conversation about the sunken house, and Aurora is already on my next-install list. I'll probably hold out a bit for the Xvart expansion (really, you can't have too many Xvarts) and the interior of the Gnoll stronghold. Those two last ones really tickles my bones
  18. Curiosity piqued - what mod(s) will those appear in?
  19. You know better what I mean, than I do myself Miloch I had like three houses mixed up into one in my mind (S Beregost Road, Fishermans Lake & High Hedge), but it was the one on SBR I really meant. Sounds great you're adding an interior for it in Aurora! And confirmed the Fishermans Lake house is made "enterable" by some mod, UB1 sounds very plausible.
  20. Yeah, but it actually appears to be in good condition (FW3201). I might improvise by grabbing an interior from one of the IWDs and putting some junk on the floor where the roof has caved in. If you do, changing the abandoned/half sunken house to utilise that map, should be added to a mod =)
  21. Go Miloch, bigg and jastey, go! That's the funny part - you feel like "oh poor little critters, why do I chop up scores of you" and then you know from PnP they kidnap, torture and murder. And if they find any racer actually smaller in stature, like kobolds, they terrorize them as much as possible. And then you feel good again, and reload just to plunder the xvart-village again
  22. It would be an awesome addition to BGQE. And there's something sneaky enjoyable about going after xvarts too...
  23. DW, did you have an opinion of Skeleton Warriors (summoning and MR)? I think it was asked 2 pages back but then we got (unnecessarily and heatedly) sidetracked with this RI business...
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